const skycolor = 'lightblue';
const boxcolor = 'maroon';
const objectsize = 300; // size of object
const startRadius = 1000; // distance from centre we start the camera at
const maxRadius = startRadius * 10; // maximum distance from camera we render things
const wallColor = 'maroon';
const gridSize = 20; // Size of the maze grid
const cellSize = 30; // Size of each cell in the grid
function createMaze() {
const maze = [];
for (let i = 0; i < gridSize; i++) {
maze.push([]);
for (let j = 0; j < gridSize; j++) {
// Create walls at the edges and an empty space in the middle
if (i === 0 || i === gridSize - 1 || j === 0 || j === gridSize - 1) {
maze[i].push(1); // 1 represents a wall
} else {
maze[i].push(0); // 0 represents an empty space
}
}
}
return maze;
}
const mazeStructure = createMaze();
// Create maze objects based on the maze structure
const mazeObjects = [];
for (let i = 0; i < gridSize; i++) {
for (let j = 0; j < gridSize; j++) {
if (mazeStructure[i][j] === 1) {
const wallGeometry = new THREE.BoxGeometry(cellSize, cellSize, cellSize);
const wallMaterial = new THREE.MeshBasicMaterial({ color: wallColor.toLowerCase() });
const wall = new THREE.Mesh(wallGeometry, wallMaterial);
wall.position.set(i * cellSize, cellSize / 2, j * cellSize);
mazeObjects.push(wall);
}
}
}
AB.world.newRun = function() {
ABWorld.init3d(startRadius, maxRadius, skycolor);
// Add maze objects to the scene
mazeObjects.forEach((object) => {
ABWorld.scene.add(object);
});
};
AB.world.nextStep = function() {
// Code for Three.js re-drawing of objects.
};
AB.world.endRun = function() {
};